3/31/2023 0 Comments Teleportation circle 5eHowever, it becomes more complex as we continue to read. This is the mechanical part of the spell. Teleporting to another place you know about is possible, provided it is on the same plane as you. In most cases, party members and NPCs will be happy to be teleported. Teleporting people requires that they are willing to be teleported. The object can’t be carried or held by the unwilling creature. Teleporting a single object is possible, but it must fit within a 10-foot square. Teleporting a creature that is not willing to be teleported is not possible. Teleportation can be done instantly and you and 8 other creatures can travel to any place you know. It can be cast by either a Sorcerer or Bard. It can travel up to ten feet and requires only a vocal component. You must know the destination you choose, and it must exist on the same plane as you. It cannot be carried or held by any other creatures. You can only target objects that are able to fit within a 10-foot cube. You and up to eight other willing creatures can instantly be transported to any destination you choose. Once you’ve placed a unique teleportation circle in this way, you can use this side of the cube as if it were a normal sigil sequence recording for the generated circle.This spell is very long, so we will be taking it one at a time. Here are the key stats are taken from the Player’s Handbook. Once this property has been used, it can’t be used again until the next dawn, unless you use an action to expend 1 of the cube’s charges to generate a new sigil sequence and regain the use of this property. This circle remains for 1 hour, and can only be used as a destination circle for the duration. If you hold and focus on the cube for the full duration, it magically applies its unique sigil sequence onto the ground in a 10-foot-diameter teleportation circle, provided that there’s enough space to do so. If you hold one of the cube’s recorded sigil sequences on the ground face-down and focus on it for 1 minute (as if concentrating on a spell), the cube expends 1 of its charges and duplicates the effect of the "teleportation circle" spell, using the sigil sequence from the cube’s face to form the spell’s teleportation circle on the ground below it.Īlternatively, you can hold the stamp side of the cube on the ground and focus on it for 1 minute (as if concentrating on a spell). The cube has 3 charges and regains 1d3 expended charges daily at dawn. If a sigil was already on the cube’s face, it’s replaced by the new one. If you hold and focus on the cube for the full duration, the circle’s sigil sequence is recorded onto the cube’s face. If you find a permanent teleportation circle, you can place and hold one of the cube’s flat sides against the circle for 1 hour, focusing on it for the duration (as if concentrating on a spell). Its five other sides are flat and blank, or, at the GM’s discretion, have up to 5 different sigil sequences recorded onto them. One of the cube’s sides looks like a metallic stamp, and is made of countless interlocking and shifting panels that reconfigure themselves to magically generate a new, unique sigil sequence daily at dawn, as described in the "teleportation circle" spell. This hefty, metal cube is about 6 inches on a side and weighs 3 pounds.
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